(IP6.0) TACHYON BURSTAR

Tachyon burstars randomly emit an outburst of tachyons, causing damage to all units in the area. If a tachyon burstar is used in a scenario, it is placed in a specific hex. If used in a player-designed scenario, assign it a specific hex.

(IP6.1) PROCEDURE

A tachyon burstar emits an outburst on randomly selected impulses.

(IP6.11) Tachyon Burstars operate as pulsars (P5.0) except as described below.

(IP6.12) IMPULSE SELECTION: After each outburst roll six dice and double the results. This is the number of impulses until the next outburst.

(IP6.2) EFFECT OF A TACHYON BURSTAR

(IP6.21) STRENGTH: Each time the tachyon burstar emits an outburst roll two dice. Multiply the result by 5 to determine the strength of the outburst.

(IP6.22) RANGE EFFECT: The distance from the tachyon burstar to each target has an effect on the strength as follows (round fractions down):

RANGE STRENGTH

0-2 hexes 100% strength

3-4 hexes 95% strength

5-8 hexes 85% strength

9-16 hexes 70% strength

17-32 hexes 50% strength

33-64 hexes 25% strength

65+ hexes No Damage

(IP6.3) DAMAGE

(IP6.31) Each unit within 64 hexes of the tachyon burstar receives a number of damage points equal to the appropriate percentage of the base strength (round up). These are scored on the shield facing the tachyon burstar (assuming a unit has shields).

(IP6.32) If more than one shield is facing the tachyon burstar divide the damage evenly between facing shields placing odd points on the stronger shield.

(IP6.33) PAs are hit normally. Units without shields are damaged directly.

(IP6.4) OTHER EFFECTS

(IP6.41) Each 12 points of damage blinds one powered scout channel (G24.133).

(IP6.42) Mines are not damaged by a tachyon burstar (M2.22).

(IP6.43) All other effects are as described in (P5.0).

(IP6.5) VARIATIONS

(IP6.51) Instead of using (IP6.22) roll 2 dice for each unit within 64 hexes to determine each unit’s damage.

(IP6.511) If the roll is a 2 or 12 that unit receives no damage.

(IP6.512) If the roll is a 3 or 11 that unit receives 40% damage.

(IP6.513) If the roll is a 4 or 10 that unit receives 70% damage.

(IP6.514) If the roll is a 5 or 9 that unit receives 90% damage.

(IP6.515) If the roll is a 6-8 that unit receives 100% damage.

(IP6.516) Two units in the same hex may receive different amounts of damage and a unit further away may receive more damage than a closer unit.

(IP6.52) Reverse the effect of (IP6.51).

(IP6.521) If the roll is a 2 or 12 that unit receives 100% damage.

(IP6.522) If the roll is a 3 or 11 that unit receives 90% damage.

(IP6.523) If the roll is a 4 or 10 that unit receives 70% damage.

(IP6.524) If the roll is a 5 or 9 that unit receives 40% damage.

(IP6.525) If the roll is a 6-8 that unit receives no damage.

(IP6.526) Two units in the same hex may receive different amounts of damage and a unit further away may receive more damage than a closer unit.

(IP6.53) Combine (IP6.22) and (IP6.51) or (IP6.52). Each unit will receive the rolled percentage of the damage for its range.

(IP6.54) Change the multiplier or number of dice rolled in (IP6.12). Players may randomize these if they wish.

(IP6.55) Change the multiplier or number of dice rolled in (IP6.21). Players may randomize these if they wish.

DESIGNERS NOTES: I wanted something more random than pulsars with more variable damage.